The Eyes Of The Emperor

Homebrew by Lunarcultist

Strat Gambit: Choose a stance for the Eye. It has all the related rules until the end of the turning point or Until It chooses a new stance

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Composition
  • The Eye
  • The Muscel
  • The Anathama
  • The Dealer
  • The Scribe
  • The Rogue
The Eye
A 2
M 6"
S 4+
W 22
Weapons
ATK
HIT
DMG
Guardian Spear (P1)
4
2+
3/5
Guardian Spear (Lethal 5+)
5
2+
5/7
Abilities
Conservi StanceDacatarai StanceDecapitas StanceIndomito StaceRendax StanceSalvus StanceThe Emperor’s Chosen

Conservi Stance: Conservai is the art of seeing the greater picture and pausing to assess the battlefield

When this operative is activated gain 1cp. Choose an operative within 8" and visable to gain +1 apl. At the end of this operatives activation choose a different stance for it to take

Dacatarai Stance: Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally

Once during each of this operative’s activations, when this operative ends the Fight action, if it’s no longer within control range of enemy operatives, you can use this rule. If you do, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 3" during that action. If you do so you may preform a Free Fight action. This can allow the Model to fight twice and this charge doesnt count for the purposes of the Emperors chosen rule

Decapitas Stance: The Eye is a Living Shadow

At the end of this operative’s activation, you can change its order. Whenever this operative is fighting against an operative it wasn’t visible to at the start of the activation/counteraction, the first time you strike during that sequence, You can immediately resolve another of your normal successes as a strike (before your opponent),or one of your critical successes if there are none. Each activation this operative can perform a charge or dash action for 1 less AP.

Indomito Stace: Masters of Indomito are an unbreakable wall on the battlefield

Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block. Each time Critical Damage would be inflicted upon this operative from an attack dice, you can choose for that attack dice to inflict Normal Damage instead. Each activation this operative can perform a mission or pick up action for 1 less AP.

Rendax Stance: Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low

This operative can perform two Fight actions during its activation, and the first one is free. Its melee weapons gain Rending and Balanced.

Salvus Stance: This operative can perform two Shoot actions during its activation, and the first one is free. Its shooting weapons gain Lethal 5+ and Balanced

The Emperor’s Chosen: You can ignore any changes to this operatives stats. This operative whenever an operative is shooting this operative, ignore the Piercing weapon rule. You can activate this operative twice during the turning point and Its APL refreshes each activation. Per turning point, it cannot preform the Reposition, Charge or Fall Back action more then once combined. This operative is treated as 3 models for the purpuses of kill op and 3 apl for the purpuses of contesting objectives

The Muscle
A 2
M 6"
S 3+
W 16
Weapons
ATK
HIT
DMG
Power maul (Shock)
5
3+
4/6
Abilities
Black Market ShieldBruteSlow-witted

Black Market Shield: Whenever it’s fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one).

Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).

Slow-witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).

The Anathema
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Executioner Greatblade (Lethal 5+)
4
4+
4/6
Abilities
AnathemaPSYCHIC Null

Anathema: Whenever an enemy operative is within 3" of this operative your opponent cannot re-roll their attack or defence dice for that operative

PSYCHIC Null: PSYCHIC ranged weapons cannot inflict damage on this operative. For the effects of PSYCHIC actions, this operative cannot be selected and is never treated as being within those actions’ required distances. Whenever an operative is within 6" of this operative: Our opponent must spend 1 additional AP for that enemy operative to perform PSYCHIC actions.

The Dealer
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hand Crafted Gun (Custom)
4
3+
3/4
Bionic Arm
3
3+
4/5
Abilities
Custom1AP: Reconfigure

Custom: At the end of the Select Operatives step, if this operative is selected for deployment, select up to two of the following weapon rules for this weapon to have for the battle: Add 1 to the Normal Dmg stat, add 1 to the Critical Dmg stat, Balanced, Lethal 5+, Piercing Crits 1, Rending, Saturate.

Reconfigure (1AP): Change the Seleced weapon rules or improvements. You can select up to 3 options but if you do the weapon gains the hot rule.

The Scribe
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Slip Blade (Lethal 5+)
4
4+
3/5
Abilities
Irrefutable Report:Master of Information

Irrefutable Report:: Whenever this operative contests an objective marker or one of your mission markers, it always controls that marker. This takes precedence over all other rules. If you are tied on apl for a point contested by The Eye you control that point instead.

Master of Information: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.

The Rogue
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Dual Autopistols
Presision (Lethal 5+)
4
3+
3/4
Volley (Torrent 2", Range 8")
6
3+
2/3
Dual Pistols (Point-Blank)
4
3
3/4
Abilities
Loose Cannon1AP: Spray And Prey

Loose Cannon: The first time that operative performs either the Shoot or Fight action during each activation if it’s more than 5" from other friendly operatives, it gains Ceaseless

Spray And Prey (1AP): Perform a free Dash action and a free Shoot action with this operative in any order. You can only select dual autopistols for that Shoot action. This operative cannot perf orm this action while it has a Conceal order, or while within control range of an enemy operative.

Equipment

VRATINE FACEPLATE:
Once per battle, when damage would be inflicted upon The Anathama operative from an attack dice, subtract 3 from the damage inflicted (to a minimum of 0).


Melta Charge:
Treat the Muscle as though it has the word grenadier on its data card Once per battle the muscle may use the following weapon Melta Charge 4+ 4/3 P2 Dev 2 Heavy (reposition) 3" range


Vox Disruptor:
Once Per game the Scribe may preform the following action 1apl: Select one enemy operative that's a valid target for this operative and that doesn’t have one of your Vox Static tokens; it gains one. Until the end of the battle, whenever an enemy operative has one of your Vox static tokens, it cannot be activated until each enemy operative without one is expended. When an enemy operative that has one of your System Jam tokens is activated, remove that token.


Custom Ammo Supply:
Once per game when The Rogue is activated you may choose to use this equipment. If you do until the end of the activation the Rogues' Dual Autopistols gains the custom special Rule with the current selections of the Dealer


Ploys

Firefight - Defender Of Mankind:
Use this firefight ploy when a friendly EYES OF THE EMPEROR operative is selected to fight against during the Fight action. Select one friendly The Muscle or The Eye operative visible to and within 3" of that first friendly operative to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that operative as being within the fighting operative’s control range for the duration of that action.


Firefight - Patience of the Ancient:
Use this firefight ploy when it’s your turn to activate a friendly operative. You can skip that activation. Activate only if the Conservi stance is chosen


Firefight - TALONS:
Use this Tactical Ploy when a ready friendly TALONS OF THE EMPEROR operative within of 6" enemy operatives If that operative is an ANATHEMA PSYKANA operative, select one ready friendly ADEPTUS CUSTODES operative Visible to and within 3" of it. If that operative is an ADEPTUS CUSTODES operative, select one ready friendly ANATHEMA PSYKANA operative Visible to and within 3" of it. Both operatives are activated at the same time and you can perform their actions in any order.


Firefight - Vigil Unending:
Use this ploy at the end of the Eyes activation. You may choose a new stance


Strategic - Protection Of The Emperor:
Whenever an enemy operative is shooting a friendly EYES OF THE EMPEROR operative that’s within 6" of your EYE, you can re-roll one of your defence dice.


Strategic - Exemplar Of Virtues:
Non Eye models you control gain a bonus based on your chosen stance

Dacatarai: Balanced Melee

Indomito: Normal hits -1 damage to a minimum of 3

Salvus: Balanced Shooting

Decapitas: Retain 2 cover saves

Rendax: +1 Damage on the first resolved dice each combat


Strategic - Underworld Connections:
Choose a once per game equipment or grenades. Treat that equipment as though you havent used it this game or regain a grenade. Use this Ploy only if the Dealer is in the kill zone and you can not target each peice of equipment more then once (Bad wording but will fix later)


Strategic - The Scoundrels Flow:
The Rouge may immediately perform a free Dash action and you can change its order.


TacOps
Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.